I wouldn't know how to hack it, but felt like doing a quick mockup so I did. Based mainly on the GBA version (there's also a mobile version which looks more like the GB game but I can't find many screenshots).

Yeah, I wouldn't mind that a bit. Another I wouldn't mind is finding a way to switch out the English audio with Japanese audio on the Megaman X3-X6 games. I mean I must be one of the few minor people who prefers the Japanese anime-like songs to those who want generic music.

Or if possible, have the Krion Conquest be a game starring Ashley from Warioware. Now that would be a game I'd play.

An idea for this I could see is to adjust the Goldeneye and Perfect Dark 64 controls to work with a PS3 or Xbox 360 dual stick. The strafing might need to be toned down, and adjust the controls. I know that you can use the in game adjustments and work your controller to match this, but it's not optimized.

An idea for this I could see is to adjust the Goldeneye and Perfect Dark 64 controls to work with a PS3 or Xbox 360 dual stick. The strafing might need to be toned down, and adjust the controls. I know that you can use the in game adjustments and work your controller to match this, but it's not optimized.

i could see that working since most modern controllers really aren't all that different from the N64 design. different shapes, mostly the same number of buttons...the C-Pad might be an issue though since that would be the right joystick.

D-pad > D-padjoystick > left joystickA > XB > OStart > StartZ > Select or maybe SquareL > L1R > R1C-Pad > ...well, maybe if you set the L/R buttons to L3/R3 instead you could use the L1/2 and R1/2 buttons for the C-Pad.

Here's an idea regarding the NES/Famicom game Armadillo and its English translation: Fixing the slowdown issue that's found throughout most of the game. Also, there's a bug in the English translation that causes the game to freeze towards the end. That needs to be fixed as well. The patch to implement the English translation of the game (to replace the Japanese used in the original ROM) can be found using a simple search on this site (the main part outside these forums).

i could see that working since most modern controllers really aren't all that different from the N64 design. different shapes, mostly the same number of buttons...the C-Pad might be an issue though since that would be the right joystick.

D-pad > D-padjoystick > left joystickA > XB > OStart > StartZ > Select or maybe SquareL > L1R > R1C-Pad > ...well, maybe if you set the L/R buttons to L3/R3 instead you could use the L1/2 and R1/2 buttons for the C-Pad.

Using the internal control options within the game combined with reassigning some of my buttons I was able to do it in the emulator. This would be a great change to make it work on a console or with less setup options. The only other issue is that strafe is super fast and does not feel correct with this type of setup. It would be ideal if that was more normalized with walking speeds to make it feel more like any of the current and newer shooters do.

Have you tried the XBLA version of perfect dark? Not only does it run well and look nicer it has some tweaked controls and a few other modes of play, also still has a lot to teach the multiplayer of today but that is a discussion for a different day.

I am not overly sold on its controls, or at least it made my favourite technique of aim and C button sidestep out of cover a bit less... achievable.

An idea for this I could see is to adjust the Goldeneye and Perfect Dark 64 controls to work with a PS3 or Xbox 360 dual stick. The strafing might need to be toned down, and adjust the controls. I know that you can use the in game adjustments and work your controller to match this, but it's not optimized.

the original 007 and PD actually already have these controls exactly, you need 2 controllers to achieve this

controller 1's stick will be walk/strafe and the trigger brings up the aiming reticulecontroller 2's stick will be look and it's trigger is fire

A and B are still activate, reload and switch weapons and whatnot

you have to go into the menu and set it up, but it's the ONLY way i ever played these games on hardware. (actually, the same set-up CAN be achieved with one controller that lets L be aim and the D-pad be walk/strafe, that is almost as good)

the only thing that feels a little off is having to hit A and B with your right thumb while holding the Analog stick "prong" of the controller

i could see that working since most modern controllers really aren't all that different from the N64 design. different shapes, mostly the same number of buttons...the C-Pad might be an issue though since that would be the right joystick.

D-pad > D-padjoystick > left joystickA > XB > OStart > StartZ > Select or maybe SquareL > L1R > R1C-Pad > ...well, maybe if you set the L/R buttons to L3/R3 instead you could use the L1/2 and R1/2 buttons for the C-Pad.

In my emulations i always map C-Pad to the right stick. And Z-button to L2

Of course, there are other games that could benefit with this treatment, but for now this is pretty damn cool. Shame there's no four-people-round-a-TV action, which was most of the fun of the original GoldenEye.

What I wouldn't mind seeing on a hack? A hack of the Megaman Battle Network games where you play as Mayl and Roll.exe in the original six games (although you have to change the story and places a bit to have them as the protagonists).

What I wouldn't mind seeing on a hack? A hack of the Megaman Battle Network games where you play as Mayl and Roll.exe in the original six games (although you have to change the story and places a bit to have them as the protagonists).

For Roll-Chan Battle Network you'd need to probably make a lot of sprites too. Roll doesn't have a lot in most games.

The Bowser fight is definitely not feasible on the SNES. Bowser and the Clown Car are actually background objects that are scaled and rotated around using Mode 7. With the way Mode 7 works, if the cloudy sky background were added, it would have to scroll, rotate, and scale with Bowser, which would look extremely weird. If we somehow hacked Super Mario World to have Super FX2 support, it would be a different story, though.

(Also, and this is just nit-picking, but the map screen font isn't variable width.)

The thing I want implemented in my ROM hack is the cloud platform from SMB 2 Japan. I want to add this cloud platform without having to alter any pre-existing platforms like the treetop and mushroom platforms. I want to successfully have a treetop, mushroom and cloud platform in my ROM hack. I'm not sure how to do this though and due to the limitations of the game, it might not work but would love to get some help on this stuff.